Commit Graph

79 Commits

Author SHA1 Message Date
cody glassman 04843fed6d moddable post-processing pipeline 2022-05-15 10:03:58 -07:00
cody glassman 276cb6f170 clamp vertex lighting in fragment shader properly 2022-04-28 20:02:13 -07:00
Alexei Dobrohotov dd473d06df Implement gloss-mapping (feature #6541) 2022-02-18 06:24:06 +03:00
psi29a d8d7a3b372 Merge branch 'softparticles_patch' into 'master'
Shadervisitor adjustments and Mac OS fix for soft particles

See merge request OpenMW/openmw!1380
2022-01-06 13:13:52 +00:00
glassmancody.info d5cba38f4b shader-based object texture blending 2021-12-30 17:08:43 -08:00
glassmancody.info 9389cfaa42 mac os driver workaround and shadervisitor fixes 2021-11-20 18:39:20 -08:00
Alexei Dobrohotov 9880c43c86 Add specular strength shader parameter 2021-11-10 19:58:06 +03:00
glassmancody.info 40b6bbbdf3 use openmw define system 2021-10-30 12:19:31 -07:00
glassmancody.info 8c3b00164e soft particles 2021-10-30 12:19:31 -07:00
Bret Curtis e581b61ecb check if FORCE_OPAQUE is available before using it. 2021-10-06 08:05:10 +02:00
Bo Svensson 4b1c009ffd
use StateSet define for translucentFramebuffer (#3138)
With this PR we test out osg's shader define system for a somewhat harmless feature. As we can see, our code becomes more concise and efficient in this case. Most importantly, we no longer create unneeded vertex shader objects.
2021-10-05 14:37:08 +02:00
Alexei Dobrohotov 9834fd51af Address shader issues pointed out by AnyOldName3 2021-07-29 22:28:05 +03:00
Alexei Dobrohotov 11694ba87f Correct dark map and detail map alpha handling
Comment texenv usage in NIF loader
2021-07-29 04:48:59 +03:00
glassmancody.info c48eee4eee Clamp vertex lighting before interpolation
Fixes a regression in which pass lighting was clamped after being passed
to fragment shader. For correct FFP emulation, we need to clamp the result
in vertex shader. When clamping after interpolation, negative lights in
particular have a much more drastic effect.
2021-04-22 16:53:37 -07:00
glassmancody.info 328ec85757 Code review cleanup, add setting documentation 2021-04-13 11:09:35 -07:00
glassmancody.info 7370acdf54 Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up 2021-04-13 11:09:19 -07:00
glassmancody.info 43ac32921c Rewrite, support different lighting methods 2021-04-13 11:09:19 -07:00
glassmancody.info dda735c54a initial commit 2021-04-13 11:06:16 -07:00
Alexei Dobrohotov 2fdbe9b3f6 Handle BSShader[PP/No]LightingProperty 2021-03-22 01:55:58 +03:00
AnyOldName3 0431ba4c87 Merge branch 'alpha-meddling-shader-side-mip-meddling' into alpha-meddling 2021-03-13 01:23:30 +00:00
AnyOldName3 4f510d85ba Merge remote-tracking branch 'upstream/master' into alpha-meddling 2021-02-14 22:42:55 +00:00
AnyOldName3 b6e92c9c6d Use ShaderVisitor to skip translucent framebuffer specific stuff 2021-01-20 23:37:19 +00:00
AnyOldName3 8af8ad3840 Always write opaque fragments instead of relying on blending being off for translucent RTT 2021-01-20 01:17:16 +00:00
AnyOldName3 0068c7bb25 Spec says GL_ 2021-01-08 17:32:15 +00:00
AnyOldName3 4ed3252001 Check for EXT_gpu_shader4 CPU-side
Mesa lies and always defines GL_EXT_gpu_shader4 even when the extension
isn't present.
2021-01-07 18:13:51 +00:00
AnyOldName3 d13459ecf9 Scale mipmap alpha to preserve coverage 2021-01-05 22:21:54 +00:00
AnyOldName3 54d465e3dc Do all alpha testing early and only once 2020-12-27 03:07:04 +00:00
AnyOldName3 5e004356a2 Merge remote-tracking branch 'upstream/master' into alpha-meddling 2020-12-27 02:48:42 +00:00
Alexei Dobrohotov 09759c6620 Clean up shader lighting 2020-12-22 04:46:35 +03:00
AnyOldName3 ce2bcba5d4 Replace deprecated alpha test in shader visitor 2020-12-17 14:57:43 +00:00
Andrei Kortunov 9bc0e9b4b7 Fix typos in shaders 2020-06-17 10:13:52 +04:00
Andrei Kortunov f30cb9f8bc Calculate viewNormal only when needed 2020-06-15 12:57:37 +04:00
Capostrophic 91514aed5d Don't deliberately do redundant assignments 2020-06-09 22:08:43 +03:00
Capostrophic 1c50d25853 Minor shader fixes
Don't initialize uniform bool to false explicitly
Attempt not to calculate specular lighting if the material specular color is black
2020-06-09 15:27:38 +03:00
Capostrophic 58d78fb126 Always pass the vertex color to the fragment shader 2020-05-12 18:28:07 +03:00
Capostrophic c0b322b264 Improve color mode handling in shaders 2020-05-09 16:15:10 +03:00
Bret Curtis aaa8990006
Merge pull request #2799 from Capostrophic/simplewaterfog
Fix simple water with radial fog enabled
2020-05-08 20:48:04 +02:00
Sisah b19f53aab6 Fix parallax and specular for android 2020-05-08 15:55:22 +02:00
Capostrophic 688e804548 Fix simple water with radial fog enabled 2020-04-24 13:52:53 +03:00
Andrei Kortunov 02444add2a Support for radial fog (feature #4708) 2020-03-17 23:09:28 +04:00
Capostrophic 6999f1fd28 Add an option to apply lighting to environment maps 2020-03-03 20:08:59 +03:00
Capostrophic 19a7245251 Add bump mapping support 2020-03-03 13:32:30 +03:00
bzzt b6ed2f1718 Add optional shadow map max distance and fading 2019-11-02 18:06:39 +03:00
Capostrophic e49232074b Shader adjustments
Clamp directional per-vertex diffuse lighting
Simplify vectors
2019-05-01 11:33:19 +03:00
Chris Djali cb5a57e41b
Merge pull request #1547 from AnyOldName3/osgshadow-test-vdsm
Shadows
2019-02-20 15:35:49 +00:00
Capostrophic 731f91759e Account for inverted tangents on normal-mapped objects (bug #3733) 2019-01-30 02:03:26 +03:00
AnyOldName3 85aba2e1da Add toggleable shadow debug overlay. 2018-06-28 17:24:36 +01:00
AnyOldName3 a7e53df278 Move common shadow code to shared shadow shader headers 2018-06-24 23:40:52 +01:00
AnyOldName3 b25b356081 Sort out shader indentation 2018-06-22 01:02:01 +01:00
AnyOldName3 84284a60a7 Make CSM shader changes controllable by the setting. 2018-05-17 17:35:55 +01:00